Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll
and deals 1 extra point of damage per paladin level. If the paladin
accidentally smites a creature that is not evil, the smite has no
effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher
can heal wounds (her own or those of others) by touch. Each day she can
heal a total number of hit points of damage equal to her paladin level ×
her Charisma bonus. A paladin may choose to divide her healing among
multiple recipients, and she doesn’t have to use it all at once. Using
lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Beginning at 4th level, a paladin gains the ability to cast a small
number of divine spells, which are drawn from the paladin spell list. A
paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to
at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment is
given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin
indicates that the paladin gets 0 spells per day of a given spell
level, she gains only the bonus spells she would be entitled to based on
her Wisdom score for that spell level The paladin does not have access
to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric
does, though she cannot lose a prepared spell to spontaneously cast a
cure spell in its place. A paladin may prepare and cast any spell on the
paladin spell list, provided that she can cast spells of that level,
but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action,
a paladin may magically call her mount from the celestial realms in
which it resides. This ability is the equivalent of a spell of a level
equal to one-third the paladin’s level. The mount immediately appears
adjacent to the paladin and remains for 2 hours per paladin level; it
may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of
any damage it may have taken previously. The mount also appears wearing
or carrying any gear it had when it was last dismissed. Calling a mount
is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving
behind any equipment it was carrying. The paladin may not summon another
mount for thirty days or until she gains a paladin level, whichever
comes first, even if the mount is somehow returned from the dead. During
this thirty-day period, the paladin takes a -1 penalty on attack and
weapon damage rolls.

At 6th level, a paladin can produce a remove disease
effect, as the spell, once per week. She can use this ability one
additional time per week for every three levels after 6th (twice per
week at 9th, three times at 12th, and so forth).

A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate
authority, act with honor (not lying, not cheating, not using poison,
and so forth), help those in need (provided they do not use the help
for evil or chaotic ends), and punish those who harm or threaten
innocents.

While she may adventure with characters of any good or neutral alignment,
a paladin will never knowingly associate with evil characters, nor will
she continue an association with someone who consistently offends her
moral code. A paladin may accept only henchmen, followers, or cohorts
who are lawful good.

A paladin who ceases to be lawful good, who willfully commits an evil
act, or who grossly violates the code of conduct loses all paladin
spells and abilities (including the service of the paladin’s mount, but
not weapon, armor, and shield proficiencies). She may not progress any
farther in levels as a paladin. She regains her abilities and
advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass
character, but multiclass paladins face a special restriction. A paladin
who gains a level in any class other than paladin may never again raise
her paladin level, though she retains all her paladin abilities.

The paladin’s mount is superior to a normal mount of its kind and has
special powers, as described below. The standard mount for a Medium
paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal,
for the purpose of all effects that depend on its type (though it
retains an animal’s HD, base attack bonus, saves, skill points, and
feats).

Extra eight-sided (d8) Hit Dice, each of which gains a Constitution
modifier, as normal. Extra Hit Dice improve the mount’s base attack and
base save bonuses. A special mount’s base attack bonus is equal to that
of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves
(treat it as a character whose level equals the animal’s HD). The mount
gains additional skill points or feats for bonus HD as normal for
advancing a monster’s Hit Dice.

At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the
benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the mount if it moves farther than 5 feet away and
will not affect the mount again even if it returns to the paladin before
the duration expires. Additionally, the paladin may cast a spell with a
target of "You" on her mount (as a touch range spell) instead of on
herself. A paladin and her mount can share spells even if the spells
normally do not affect creatures of the mount’s type (magical beast).

For each of its saving throws,
the mount uses its own base save bonus or the paladin’s, whichever is
higher. The mount applies its own ability modifiers to saves, and it
doesn’t share any other bonuses on saves that the master might have.

Once per day per two paladin levels of its master, a mount can use this
ability to command other any normal animal of approximately the same
kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration
check to succeed if it’s being ridden at the time. If the check fails,
the ability does not work that time, but it still counts against the
mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.

A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.